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  #1  
Old February 7th, 2009, 01:55 PM
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iCaMpWiThAWP iCaMpWiThAWP is offline
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Default Fake immobile unit

while playing scen 375(the clash at jort), both of the tigers defending against some 20 cromwells got machinegunned and buttoned, both pop smoke but were unable to move, even though both had MP left save attached
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  #2  
Old February 7th, 2009, 02:34 PM

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Default Re: Fake immobile unit

That interesting. The tigers were willing to pivot in the hex just fine, but absolutely wouldn't leave the hex even though the had movement points left. They seemed to move fine the next turn.
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Old February 7th, 2009, 06:29 PM
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Default Re: Fake immobile unit

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Originally Posted by RERomine View Post
That interesting. The tigers were willing to pivot in the hex just fine, but absolutely wouldn't leave the hex even though the had movement points left. They seemed to move fine the next turn.
Which version of the game? - this was fixed.

Cheers
Andy
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Old February 8th, 2009, 11:31 PM
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Default Re: Fake immobile unit

well, its 3.5, are you sure this was fixed?
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Old February 9th, 2009, 01:21 PM
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Default Re: Fake immobile unit

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Originally Posted by iCaMpWiThAWP View Post
well, its 3.5, are you sure this was fixed?
It should have been. (The no movement was for AI controlled units, to stop them moving through own smoke, and should not apply to human-controlled units).

Andy
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Old February 10th, 2009, 03:32 PM
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Default Re: Fake immobile unit

Did you start this game from the Polish side then switch sides part way through ? Or start it up as AI vs AI then pick the German side ?

Don
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Old February 10th, 2009, 06:59 PM
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Default Re: Fake immobile unit

I start as German
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